Working on fixing enemy identification
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -8,7 +8,6 @@ import 'package:wolf_dart/features/entities/map_objects.dart';
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class Officer extends Enemy {
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static const double speed = 0.055;
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static const int _baseSprite = 50;
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bool _hasFiredThisCycle = false;
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Officer({
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@@ -17,22 +16,16 @@ class Officer extends Enemy {
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: _baseSprite,
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spriteIndex: EnemyType.officer.spriteBaseIdx,
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state: EntityState.idle,
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) {
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health = 50;
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damage = 15;
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}
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static Officer? trySpawn(
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int objId,
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double x,
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double y,
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Difficulty difficulty,
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) {
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if (objId >= MapObject.officerStart &&
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objId <= MapObject.officerStart + 35) {
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bool isPatrolling = objId >= MapObject.officerStart + 18;
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static Officer? trySpawn(int objId, double x, double y, Difficulty _) {
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if (EnemyType.officer.claimsMapId(objId)) {
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bool isPatrolling = objId >= EnemyType.officer.mapBaseId + 18;
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return Officer(
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x: x,
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@@ -81,7 +74,7 @@ class Officer extends Enemy {
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switch (state) {
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case EntityState.idle:
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spriteIndex = _baseSprite + octant;
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spriteIndex = EnemyType.officer.spriteBaseIdx + octant;
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break;
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case EntityState.patrolling:
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@@ -96,7 +89,8 @@ class Officer extends Enemy {
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}
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = (_baseSprite + 8) + (walkFrame * 8) + octant;
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spriteIndex =
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(EnemyType.officer.spriteBaseIdx + 8) + (walkFrame * 8) + octant;
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if (distance < 6.0 && elapsedMs - lastActionTime > 1000) {
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if (hasLineOfSight(playerPosition, isWalkable)) {
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@@ -110,15 +104,15 @@ class Officer extends Enemy {
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case EntityState.attacking:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = _baseSprite + 46; // Aiming
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spriteIndex = EnemyType.officer.spriteBaseIdx + 40; // Aiming
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} else if (timeShooting < 300) {
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spriteIndex = _baseSprite + 47; // Firing
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spriteIndex = EnemyType.officer.spriteBaseIdx + 41; // Firing
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if (!_hasFiredThisCycle) {
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onDamagePlayer(damage);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = _baseSprite + 48; // Recoil
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spriteIndex = EnemyType.officer.spriteBaseIdx + 40; // Recoil
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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@@ -126,7 +120,7 @@ class Officer extends Enemy {
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break;
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case EntityState.pain:
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spriteIndex = _baseSprite + 44;
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spriteIndex = EnemyType.officer.spriteBaseIdx + 42;
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if (elapsedMs - lastActionTime > 250) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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@@ -136,14 +130,14 @@ class Officer extends Enemy {
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case EntityState.dead:
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if (isDying) {
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int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = (_baseSprite + 40) + deathFrame;
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if (deathFrame < 3) {
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spriteIndex = (EnemyType.officer.spriteBaseIdx + 43) + deathFrame;
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} else {
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spriteIndex = _baseSprite + 45;
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spriteIndex = EnemyType.officer.spriteBaseIdx + 45;
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isDying = false;
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}
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} else {
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spriteIndex = _baseSprite + 45;
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spriteIndex = EnemyType.officer.spriteBaseIdx + 45;
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}
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break;
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